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1.
In the cultural heritage area, it is of fundamental importance to characterize and classify the conservation state of the materials constituting ancient monuments, in order to study and monitor their decay. Generally, the decay diagnosis is provided by “naked eye” analysis done by expert scientists “walking around” the artifact and recording the conservation state of each individual element they observe. In this paper, a color image segmentation approach, based on histogram threshold and edge detection techniques is presented, to extract degradation regions, characterized by holes or cavities, from color images of stone-materials. The goal is to provide an aid to the decay diagnosis by segmenting degraded regions from color images, computing quantitative data, such as the area and perimeter of the extracted zones, and processing qualitative information, such as various levels of depth detected into the same zones. Since color is a powerful tool in the distinction between objects, a segmentation technique based on color, instead of intensity only, has been used to provide a clearer discrimination between regions. The study case concerns the impressive remains of the Roman Theatre in the city of Aosta (Italy). In particular, we have processed and analyzed some color images of the theatre puddingstones, acquired by a camera.  相似文献   
2.
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals’ LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers.  相似文献   
3.
In this paper we propose and test an evolutionary model of stylistic innovation, that is the change in the aesthetic and symbolic elements of products and services. Style is an increasingly relevant phenomenon in many industries and our goal is to develop a model of how styles get introduced and adopted. We build on existent literature on technological change to frame the dynamics of how style changes across time. In the model we propose, companies face periods of ferment with relevant stylistic variations and periods of convergence on a single trend—that is the stylistic convergent design versus the technologic dominant design. We identify the drivers of convergence in stylistic innovation. We test the model with a longitudinal empirical study (1984-2002) in the fine fashion industry, explaining the main differences between a stylistic and a technological evolutionary model.  相似文献   
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5.
Medicine and literature: a section in a medical university library   总被引:1,自引:1,他引:0  
Objectives: In 2007, the Alberto Malliani Medical Library of the Università degli Studi in Milan decided to order some novels for its students. The library purchased 24 titles written by famous authors and planned to add others in the future. The proposal for this action was made by a professor, with whom the library had previously co‐operated in organising meetings for students. This article summarises the results of this experiment over 4 years, from its conception, to determine whether any positive outcome has resulted, including how library users welcomed this addition to the library and evaluation of its economic sustainability. Results: Data from July 2007 to December 2010 are presented in terms of the initial purchases, costs, and volume of lending for this section of the library; in addition, readers’ preferences are examined. Conclusions: A university medical library can act as a stimulus to its students’ new or renewed interest in literature, assuming that the novels, biographies, and short stories can contribute positively to the training of medical students. Therefore, setting up a special section can be useful, even though the costs of this section must be limited. A questionnaire could be the method of gathering information about users’ assessment.  相似文献   
6.
Abstract

A cross-sectional study was carried out to analyse, through a limited number of fitness tests, the main conditioning and coordinative abilities in children aged 8–9 years, and their relationship with gender, anthropometric variables and physical activity habits. The height and weight of 256 boys and 241 girls were measured and information about physical activity habits was collected using a self-administered questionnaire. Physical performance was assessed by means of a few standardised tests: ‘sit & reach’, medicine-ball forward throw, standing long jump, 20 m running speed, and forward roll test. In both boys and girls, body weight and Body Mass Index (BMI) were positively correlated with the medicine-ball throw performances and negatively correlated for the standing long jump and speed tests, while no association was found with tests measuring back flexibility and total body coordination. Daily physical activity and participation in sport were not significantly correlated with body weight and BMI, but were positively associated with children's motor performance. The standardised fitness tests selected in the current study have been found to be suitable to identify fitness levels of primary school children. Thanks to their limited number and ease of measurement, they can be used in any school context to classify children and for monitoring the effects of targeted interventions promoting physical activity.  相似文献   
7.
Gears are part of everyday experience from very early childhood. This paper analyses a teaching experiment conducted with 4th graders in the field of experience of gears. The aim is to identify the characteristics which, given a suitable sequence of tasks and proper teacher guidance, have enabled the pupils to approach theoretical thinking, and in particular mathematical theorems. We have focused on the relationships between the epistemological analysis of some pieces of mathematical knowledge brought into play in tasks concerning gears, cognitive analysis of pupil construction of those pieces of mathematical knowledge, and didactic analysis of the teacher's role in designing tasks and in offering cultural mediation. This paper presents the early findings of the teaching experiments, both at the external level of interpersonal classroom processes and at the inner level of individual mental processes. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   
8.
We seek to analyse the notion of structuring resources and their role in shaping mathematical activity, and more broadly to add to our understanding of mathematical epistemologies in workplace settings. Our analysis is of two nursing activities – drug administration and fluid balance monitoring – based on data collected in an in–depth study of paediatric nurses on the ward. In the first activity, we examine ways in which nurses conceptualise ratio and proportion problems, while in the second, we provide a case study of two nurses discussing conflicting strategies when monitoring the fluid balance of a patient. We discuss the ways in which the available resources give mathematical and professional meanings in these situations and draw out some implications for the design of viable didactical strategies in vocational mathematics teaching.  相似文献   
9.
According to the literature, in recent years, developing experiential learning has fulfilled the requirement of a deep understanding of lean philosophy by engineering students, demonstrating the advantages and disadvantages of some of the key principles of lean manufacturing. On the other hand, the literature evidences how some kinds of game-based experiential learning overlook daily difficulties, which play a central role in manufacturing systems. To fill the need of a game overcoming such lack of vision, an innovative game direct in-field, named Kart Factory, has been developed. Actual production shifts are simulated, while keeping all the elements peculiar to a real production set (i.e. complexity, effort, safety). The working environment is a real pedal car assembly department, the products to be assembled have relevant size and weight (i.e. up to 35 kg approximately), and the provided tools are real production equipment (e.g. keys, screwdrivers, trans-pallets, etc.). Due to the need to maximise the impact on students, a labour-intensive process characterises the production department. The whole training process is based on three educational principles: Experience Value Principle, Error Value Principle, and Team Value Principle. As the ‘learn by doing’ and ‘learn by failing’ are favoured, the theory follows the practice, while crating the willingness to ‘do’ instead of just designing or planning. The gathered data prove the Kart Factory's effectiveness in reaching a good knowledge of lean concepts, notwithstanding the students’ initial knowledge level.  相似文献   
10.
A video-based program on lesson analysis for pre-service mathematics teachers was implemented for two consecutive years as part of a teacher education program at the University of Lazio, Italy. Two questions were addressed: What can preservice teachers learn from the analysis of videotaped lessons? How can preservice teachers’ analysis ability, and its improvement, be measured? Two groups of preservice teachers (approximately 140 in total) participated in the program. A three-step lesson analysis framework was applied to three lesson videos: (1) goal(s) and parts of the lesson; (2) student learning; and, (3) teaching alternatives. Preservice teachers’ ability to analyze lessons was measured through an open-ended pre- and post-assessment. In the assessment, preservice teachers were asked to mark and comment on events (in a lesson not included in the program) that they found interesting for: teachers’ actions/decisions; students’ behavior/learning; and, mathematical content. A coding system was developed based on five criteria: elaboration, mathematics content, student learning, critical approach, and alternative strategies. In both studies, the ability to analyze instruction improved significantly on all five criteria. These data suggest promising directions for the development of both an instrument to measure lesson analysis abilities and a model for teacher learning.  相似文献   
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